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Music for Video Game

Discussion in 'Critique & Feedback' started by Matthew Kilford, Jul 20, 2017.

  1. #1 Matthew Kilford, Jul 20, 2017
    Last edited: Jul 23, 2017
    This was some battle music written for a video game that takes place on the seas in the old world.


     
    Paul T McGraw likes this.
  2. Hi!
    I listened to your track, do you need some advice? I am not sure, for what you ask for?
    The track is a bit long, and probably you can say everything in a shorter amount of time. What I like are some chord progressions, and your section at 1 minute starting which I think is good.

    But then after 2 minutes it starts to get boring and tiring..You keep on featuring the same things over and over again, mainly French Horns playing the melody, the Bones and Low Strings doing the rhythm..it flows and it flows..which is good, but less exciting the more I get into the later sections..what I also feel that you could modulate somehow into another key..it feels like you stay 6 minutes in the same key...then the tempo is so steady..all the time..it makes it very predictable and in the end my interest passes out completely.

    But don´t get me wrong: It is not a bad track at all. It has good moments and probably what I would advice to you is to experiment more with changing orchestrational colors and keep the interest through that because when you don´t have any horizontal development.

    At least you should keep the interest by changing your orchestration. Not only that: Also articulation wise..you have a lot of looong notes..how about some shorts? How about working on your rhythm? You don´t need to a complete new ryhthm ..but add new elements or thin it out, e.g. what about a snare ensemble? :)
     
  3. I guess the 6 minutes are dictated by gameplay design, so no argue there.
    It has some nice vibes and I find the rhythm fitting for a battle music.
    My biggest concern is the awkward structure. If this is some kind of strategy game then I would imagine this track as the 4 part structure:
    1. Battle preparation (A) / 2. Early skirmishes (A modulated) / 3. Turning point (B) / 4. Final assault (A fully developed)
    But you need to buildup momentum. For me your track loses momentum three times: at 0:58, 1:48 and 2:53.You buildup the tension, but there is no resolution. You just drop it and change the idea, as if it was a different piece.
    It seems that you start too strong and you're running out of options, so you drop the buildup and start again only finding yourself in the same spot one minute later and drop the tension again.
    And like Alexander said I hear only French Horns and Strings (and Percussion). A color change would be nice, but for that you need to start softer so you won't limit yourself in the very first bars.

    And please drop the Horns of Inception at 01:03...
     
  4. Very kind of you both to reply.
    Yes the game is an open world affair so cannons can be firing with melee also happening at any time.
    I stuck with brass & strings sit well enough with the foley fx which when the game is in full throw can be relentless.
    I agree with Mr Schiborr about the Snare ensemble idea and I've used that in other pieces for this.
    Always trying to learn & listen when and where I can. I'll take on board the momentum points Mr Fokow and look at how to improve the ebbs and flow but I do feel there is at least some dynamics to the piece and not just full on noise for 6 minutes.
    Many thanks
     
  5. I think you might be underestimating how often your brass players need to breathe. Solid production and vibe.
     
    Matthew Kilford likes this.
  6. I've just seen your little quote at the bottom about Inception. Never seen it . You can have this though Krzysztof.
    https://inception.davepedu.com/
     
    Krzysztof Fokow likes this.
  7. I really liked it. I am no authority on Orchestral music yet but I can imagine this in the context of the Video Game and think it sounds great! Considering the nature of video games and how so many factors can change the music whether it's through branching, horizontal re-sequencing, layering, proximity and not forgetting all the Sound Design and Sound FX it's impossible to say parts go on for too long or too little. I wasn't bored at all.
     
  8. It's frustrating how that low note has been so overused in trailer music and now a pretty "staple" brass sound is no longer able to be used without reference to Inception...
     

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